I drew this ship for my Spaceships and Starwyrms campaign. They’ve been saving up a lot of credits to upgrade their starter ship (which I’ll be posting next), and this is what we’ve come up with!
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A new ship has a certain… silhouette. In the light of the stars and air-dock halogen, they glimmer, they shine. They don’t have the scuffs that cause light to catch and dull across their surfaces, their barrier is completely active and is almost invisible, but visible just enough to change the light quality as it passes throug, bounces off the glimmering hull, and then reflects back out. It is beautiful, in the way all things new are beautiful.
This ship is not new. This ship is scratched, dented, scarred. To many, this ship is far more beautiful, because it clearly works. It has been tested. It bears the signs of traveling through a meteor storm without serious damage. There’s a curious starburst, a splayed burn that runs across the top of one of its wings, that anyone with any understanding of weapon systems would recognize as the mark left when a Plasma Cannon hits point-blank but doesn’t punch through the hull. This ship is not new. But it is badass. It has been through the ringer, and it came out blasting.
The vessel looks sort of like an axe blade with a truncated handle. It has a wingspan of over a hundred and fifty feet and is about two hundred feet long. The shortest point is the tip of the wings, which are about thirty feet tall at the ends. From the bottom of the hangar bay in the rear to the top of the command deck, the ship’s almost a hundred feet in height. On the top of each wing and nestled just behind the command deck are the three weapon systems of the ship, and dotting the top of the wings are the various communications and scanning arrays the ship utilizes.
The twin engines sit at the back of the wings, and the sweep of the ship’s rear is interrupted by three large doors: one in the middle that accesses the hangar, and the two smaller ones that open onto the cargo holds.
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The ship’s interior is retro-fitted to fit a curious aesthetic. The deck-plates beneath your feet have been altered to resemble wooden floorboards, and the doors, while still opening upwards into the bulkhead like most saguarin doors, look like carved oak. The window portholes have been altered to have actual sills and to be square or rectangular, and much of the furniture is either made from actual wood, with the stuff that couldn’t be bought like that made from cleverly-disguised metal or plastic. The air is rather dry and warm, and the lighting system has a slightly-harsher glare than you might be used to.
Individual Room Descriptions below the cut
The Life Deck: Bottom Floor
1 - The Mess Hall: The mess hall is loaded with outdated but functional equipment. Along the front wall is a refrigerator, a reheater, and a coffee pot, and drawers sit under the countertop. Along the back wall is a sink, complete with food-waste incinerator and next to it an electric stove top. A tall pantry sits in the corner. On the other side is a stair-case leading up to a balcony overlooking the mess hall (see area 12).
2 - Crew Quarters: These rooms are all furnished more or less the same. There’s a tall dresser with drawers in it, a desk, and a bed. The bed mattresses are old and dusty but perfectly usable, and the furniture has scuff marks, likely from wherever it had been stored before it was hastily thrown into the room. There’s a single window looking out into space, and the door can be locked from the inside.
3 – The Sonic Cleanser: This small room has a rack for hanging your clothes and a retractable table for doing whatever else needs doing immediately before or after bathing. The sonic cleanser, similar to but less wasteful than a standard shower, takes up the back half of the room. This room uses sound to force off dirt, dead skin, and other undesirable coatings. Special soap sits in cubbies on the walls.. The cleanser has controls for different settings, and it is currently set to its maximum force. The cleanser can be set to use water, but it is a severe drain on water supplies: the water generator can only work so fast.
4 – The Food Waste Room: This small room has a single sink that can be set to use water or sonics for cleaning, some soaps, a cupboard full of recently-purchased toiletries of all kinds, and a toilet. The room has an air of being completely unused until very, very recently.
5 – The Medbay: This room comes equipped with a rolling cart, a bunch of cupboards for the storage of medical supplies, and a large table that could have a mattress secured to it if one needed to remain in medbay for a long time. With the upgrades to the ship, the Medbay is now equipped with a toilet and sink, and a second bed platform folded up against one wall.
6 - The Central Ladder: This open space is dominated by a large, reinforced ladder that goes up to the next floor. It leads up through to Deck Two and then further up to The Bridge (see areas 15 and 19).
7 – The AI Core: This room’s door is labeled “Ship Habitation Interface Technology: Unit 33 Control Room.” Inside is a massive computer system, a single small desk, and a chair. The room is exceptionally cold.
8 – Storage Rooms: These rooms are for storing small, non-essential but useful goods. Back-up rations, extra tools, and spare parts are just some of the eclectic things stored in these spaces.
9 - Hangar: This massive room is mostly empty space. The Hangar is meant to store multiple ships, and currently you’ve only got one shuttle. Even with the free modification making it larger, the shuttle looks miniscule in the cavernous space. Doors dot the walls, and a big one on the back wall opens up into space.
9a - Lifts: The two lifts here lead up into the Engineering level on Deck 2 (see area 18).
9b - Tiny Ship Dock: The Hangar has four locations within the hangar to dock a tiny-sized ship, or a vehicle of huge-size or smaller. If two of the docking slots are empty, you could use them to secure a small sized ship.
9c - The Shuttle: The shuttle itself is docked here. When upgrading the ship, there was enough left over material and credits to bump up the shuttle to fit a few extra people.
9d - The Hangar Doors: These huge doors are almost three feet thick. It takes almost thirty seconds for them to open fully, though they open just enough for a tiny ship to fit through in about six seconds. A large ramp can be extended from the back of the hangar when the doors are fully opened, to allow vehicles or passengers to come up from the ground.
10a - The Left Engine Room: The left wing of the ship is filled with one of the massive engines that propel the ship through space. At the front of the wing is the Atmosphere Apparatus and Water Generator system. The door out of 10a does not function if the Hangar is without atmosphere, unless the engine compartment is also without atmosphere or you override the controls. There’s a steep staircase leading up from the lower level to Deck 2 (See 18a).
10b - The Right Engine Room: The right wing of the ship is filled with one of the massive engines that propel the ship through space. At the front of the wing are the Heating Controls, the Power Distribution system, and the Solar Emitter Core that allows the lights to function as sunlight. The door out of 10b does not function if the Hangar is without atmosphere, unless the engine compartment is also without atmosphere or you override the controls. There’s a steep staircase leading up from the lower level to Deck 2 (See 18b).
11 - The Cargo Holds: There are two distinct cargo holds on either side of the ship, snug between engine and hangar. They’re reinforced rooms, the doors have powerful locks that can be coded to open with a three, five, or seven digit code. There are large doors that fold down to form a ramp along the back of these rooms.
The Work Deck: The Middle Floor
12 - The Balcony: A balcony runs the width of Deck 2, looking out over the mess hall and through the massive window that makes up the slanted roof of the mess hall. To the right of the balcony is a staircase leading down to the mess hall (area 1), and behind it is the hallway leading to the rest of Deck 2 and the Primary Airlock.
13 - The Primary Airlock: The airlock here is larger than it was before, with small lockers inside to store emergency gear. Currently the lockers are empty. From the airlock door, a thirty foot umbilical of metal can be extended outwards to connect to another ship’s airlock or another ship’s umbilical. This umbilical can curve up to 90 degrees, and can double as a ramp out of the ship.
14 - Storage: Another storage room, much like those on deck 1, this room is for storing the miscellaneous equipment one might need on deck 2, but doesn’t want to have to run downstairs to get it.
15 - The Central Ladder: This open space has doors on its three walls and a tunnel leading to the front of the ship. A ladder leads down to Deck 3 and up to the Bridge (see areas 6 and 19 respectively).
16 - The Science Lab: This room is full to bursting with state-of-the-art (but discounted) lab equipment. While in this room, researchers and scientists have advantage on Science skill checks that may benefit from such equipment.
17 - The Mechanics Workshop: The room here is filled with tools, spare components, and other useful gadgets and doodads for crafting and maintaining equipment and the ship itself. The mechanics workshop is considered to be stocked with the average tools needed for a Wisdom (Mechanics) skill check and also contains a built-in repair kit. Having a mechanics workshop onboard a ship cuts the time required to fix a damaged vessel by half, and allows you to speed-repair equipment. You can choose to cut the time it takes to repair a piece of damaged equipment in half, but doing so increases the DC by 5. If you fail by 10 or more while speed-repairing equipment, it becomes useless junk.
18 - Primary Engineering: The Primary Engineering room has tools and equipment for general ship maintenance, and provides quick access to all the integral systems of the ship. Two lifts descend into the Hangar (see 9a), and the computer on the back wall provides access to all the internal diagnostic and control systems necessary for running the ship.
18a - The Barrier Core: In the upper part of the left wing is the powerful barrier core that projects the protective energy field around the entire ship.
18b - The Power Core: In the upper part of the right wing is ship’s generator and power systems. The generator is what generates all the power in the ship.
The Command Deck: The Topmost Floor
19 - The Bridge: The bridge is slightly larger than before, but hasn’t changed too much. There are some extra seats to make the additional crew members a bit more comfortable when in a dog fight. The ladder leading down to area 15 and then to area 6 is still in the same place a few feet behind the captain’s chair, and can be lowered, covered with a trapdoor, and locked off.
20 - Escape Pods: With the larger ship came larger and more escape pods. Instead of two narrow, cramped pods that required you to climb up and down to get to the seats, these pods are built more like a shuttle.
21 - Communications Suite: The communication’s suite allows one to monitor communications, scan for signals, and project a secure network for all of your devices to interact with. The large comm arrays on either side make this possible, and all of the systems can be manipulated from the control computer on the desk along the back wall.
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